My original reason for joining this game was it's use as a reference for a game I've been brainstorming for the past year or so. It was brought up on how my thoughts seemed similar to the gameplay of HnH. In my experiences of Haven and Hearth I've picked up many ideas and thoughts, revisions and such to my own.
One main issue I've come to understand (though it may not necessarily be an issue) is the lack of willingness to form together into a much larger, more advanced, group / village that can handle more problems with ease and take down difficult projects in fractions of the time. I have this issue, with my own unwillingness to commit to another's place, and so have so many others I have encountered in the Hearthlands.
So I come here to ask everyone, what do you think would gently persuade many others to join a larger community, regardless of if you know them before hand or not, so that you may strive forward in your goals as a whole? Be it creating the largest town, mining the uncharted worlds below, or simply producing trade for those around.
Please make note that I'm not really talking about H&H, but merely games like it as a whole. I'm looking for thoughts and ideas aside from just straight up making it a bitch to hermit, which I admit has dug its way into my brainstorms.
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Jackwolf
- Posts: 914
- Joined: Sat Feb 12, 2011 5:56 am
Communalization
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: Communalization
Hermits are useless. You're at the whim and mercy of anyone bigger than you and the only reason they don't rape you because you're have too low of a loot/bother value.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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Jackwolf
- Posts: 914
- Joined: Sat Feb 12, 2011 5:56 am
Re: Communalization
A good point, but people still like to do so.
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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btaylor
- Posts: 1692
- Joined: Thu Oct 22, 2009 1:37 am
Re: Communalization
This. Even though I'm a hermit myself I go into the lifestyle knowing the consequences. I choose this because of the challenge, and maybe because I'm a bit anti-social. I enjoy the peace and quiet of my surroundings, and when I desire conversation, I mingle with the other hermits who live in my area and perhaps doing a bit of trading.Avu wrote:Hermits are useless. You're at the whim and mercy of anyone bigger than you and the only reason they don't rape you because you're have too low of a loot/bother value.
The unfed mind devours itself. - Gore Vidal
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Kram
- Posts: 31
- Joined: Fri Mar 25, 2011 8:07 pm
Re: Communalization
As a hermit, I can say that I do my best to avoid any villages due to the sheer fact that they're usually just so violent and aggressive.
I've on many occasions tried to mingle with villages and trade but they have always responded with some sort of negative attitude. I'd also love to join a village but I can't help but feel I'd either be a burden or just unwanted. Tis a sad life hermits live, but I think it will be the only life I ever know.
I've on many occasions tried to mingle with villages and trade but they have always responded with some sort of negative attitude. I'd also love to join a village but I can't help but feel I'd either be a burden or just unwanted. Tis a sad life hermits live, but I think it will be the only life I ever know.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Communalization
communes are boring and always have beenAvu wrote:Hermits are useless. You're at the whim and mercy of anyone bigger than you and the only reason they don't rape you because you're have too low of a loot/bother value.
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cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: Communalization
The world isn't dangerous enough on it's own to have people team up to take it down. If mother nature was the big and bad person you had to fight in the beginning then people would be more likely to team up. Right now the only things you have to worry about is running into the occasional bear (you can out run boars). This makes there be no great reason to work together and not just loot every village you see for their reasons.
Instead of sharing the apple and killing the mastodon like early humans we simply kill the other for their apple and don't have a mastodon to worry about.
Everything you could think of to make the game hard at the beginning should be added. From weather to season changes to temperature, foraging for food should be harder, shoes not as easy to make, anything.
Instead of sharing the apple and killing the mastodon like early humans we simply kill the other for their apple and don't have a mastodon to worry about.
Everything you could think of to make the game hard at the beginning should be added. From weather to season changes to temperature, foraging for food should be harder, shoes not as easy to make, anything.
A.K.A. Suddo
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al
- Posts: 279
- Joined: Thu Mar 25, 2010 4:06 pm
- Location: +3 GMT
Re: Communalization
Nothing can be done with ease in this game.
And if single communities could not be self-sufficient without active trade.
If there were less pain in the ass (stupid, routine operations which try only your patience, nor intellect, nor reflexes; annoying interface and control of character). If you could spent far less time on playing than you have to in H&H. And if those maniacs who play 24/7 could not take advantage of you simply by spending more time playing.Jackwolf wrote: So I come here to ask everyone, what do you think would gently persuade many others to join a larger community, regardless of if you know them before hand or not, so that you may strive forward in your goals as a whole? Be it creating the largest town, mining the uncharted worlds below, or simply producing trade for those around.
And if single communities could not be self-sufficient without active trade.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Communalization
Main things:
1)Make village activities that are fun
2)Promote working with others without making it mandatory, for 'finishing' things.
A key note here is mining. Mining brought together most Sodomites that didn't show up for things such as hemp parties or fueling steel, because it was fun, we did it together and there was time to chat, there was something for everyone to do: Refill auth from rousing, mine, pick up, smelt, haul, chat, rouse.
Things like this made the game very fun and while there were some parts of it I didn't like in W3 and mining in general this ability to bring everyone together to have fun no matter what you enjoy is what I wanted most of all.
Bannering is an example where something can be achieved much faster if everyone works together but it's very dry and boring, there are only a few jobs to do when bannering:
0)Flax Harvesting/Planting or Linen Maker - Both are 'pre' jobs and don' exclude you from bannering
1)Carrying linen
3)Building it in
Typically people do both, typically it's boring. Unless you have af uckton of linen cloth (2,000+ I'd say, or at least 100 banners), and at least 20 people on to help and building CRs or hirds->warping along the way, shit gets boring fast. Now, when you do have those hirdswarping abilities and tons of people to erect this glorious new pathway to claim a mountain, mine, resource node, whatever, it's fun, and everyone is happy at the end because they gained what they wanted.
When you're doing banners at only let's say 10 banners it's boring, no one wants to volunteer to jump out of their schedule to go do 10 banners because if 20 people show up it's done super fast, people are jumbling over themselves and building super fast, etc.
These are just a few examples though. There are things that can help bring villages together but it seems this world has focused more on making satisfying your own needs easy (and putting a cap on it in curios to an extent) so that you will be persuaded more easily to work on village goals or whatever pleases you. I don't think it's enough to push people towards jumping into village tasks, some people will still shy away, finishing what they want, having a little fun and then going to enjoy real life, I won't lie the thought usually passes my mind as well, but I enjoy to some extent helping do things such as flax harvesting/linen making, bannering, mining, curio hunting for others, all of that.
We need more group activities though! And a way to make mining almost as group friendly as it was before!
1)Make village activities that are fun
2)Promote working with others without making it mandatory, for 'finishing' things.
A key note here is mining. Mining brought together most Sodomites that didn't show up for things such as hemp parties or fueling steel, because it was fun, we did it together and there was time to chat, there was something for everyone to do: Refill auth from rousing, mine, pick up, smelt, haul, chat, rouse.
Things like this made the game very fun and while there were some parts of it I didn't like in W3 and mining in general this ability to bring everyone together to have fun no matter what you enjoy is what I wanted most of all.
Bannering is an example where something can be achieved much faster if everyone works together but it's very dry and boring, there are only a few jobs to do when bannering:
0)Flax Harvesting/Planting or Linen Maker - Both are 'pre' jobs and don' exclude you from bannering
1)Carrying linen
3)Building it in
Typically people do both, typically it's boring. Unless you have af uckton of linen cloth (2,000+ I'd say, or at least 100 banners), and at least 20 people on to help and building CRs or hirds->warping along the way, shit gets boring fast. Now, when you do have those hirdswarping abilities and tons of people to erect this glorious new pathway to claim a mountain, mine, resource node, whatever, it's fun, and everyone is happy at the end because they gained what they wanted.
When you're doing banners at only let's say 10 banners it's boring, no one wants to volunteer to jump out of their schedule to go do 10 banners because if 20 people show up it's done super fast, people are jumbling over themselves and building super fast, etc.
These are just a few examples though. There are things that can help bring villages together but it seems this world has focused more on making satisfying your own needs easy (and putting a cap on it in curios to an extent) so that you will be persuaded more easily to work on village goals or whatever pleases you. I don't think it's enough to push people towards jumping into village tasks, some people will still shy away, finishing what they want, having a little fun and then going to enjoy real life, I won't lie the thought usually passes my mind as well, but I enjoy to some extent helping do things such as flax harvesting/linen making, bannering, mining, curio hunting for others, all of that.
We need more group activities though! And a way to make mining almost as group friendly as it was before!
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RongoMatane
- Posts: 87
- Joined: Thu Apr 08, 2010 12:38 am
Re: Communalization
What do you mean with larger groups? Villages of 100 people? 1000? 
In H&H you can clearly achieve more if you are part of a prospering town. This draws people into towns. I think the reasons why there are no villages of 200 people are
1) the scale of the game
2) group dynamics
3) and to some point the number of total players.
So if you want larger groups you have to work on 1) and 3) i guess
In H&H you can clearly achieve more if you are part of a prospering town. This draws people into towns. I think the reasons why there are no villages of 200 people are
1) the scale of the game
2) group dynamics
3) and to some point the number of total players.
So if you want larger groups you have to work on 1) and 3) i guess